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Posts posted by Randaron
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core crashes when using rename item
1 minute ago, Randaron said:core crashes when using rename item
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On 2/16/2024 at 5:51 PM, Beforekk said:
Yea, you're right. It was very big coincidence of errors, that it seemed to be the reason of core crashing. But its not.
Still thanks for reply
I have the same problem, did you solve it?
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On 4/30/2020 at 2:13 PM, ElRenardo said:
Hey,
You are right TMP4, there is a problem at the load of guild land npc.
El núcleo de la base de datos envía todas las coordenadas del npc a los canales y no hay comprobación de si el índice del mapa del npc está en el núcleo que recibe los datos.
En building.cpp, puede modificar la función LoadObject:
bool CManager::LoadObject(TObject * pTable, bool isBoot) { if (!map_allow_find(pTable->lMapIndex)) return false; [...]
¡Buena suerte en tus pruebas!
To solve the problem, then comment those two lines, example:
//if (!map_allow_find(pTable->lMapIndex))
// return false;- 4
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you solved it I have the same problem
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Thanks, I'm going to try it and see how it goes.
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Does anyone find a good and reliable fix?
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On 3/26/2020 at 2:41 PM, Intel said:
I don't know if this bug ever existed or generated from all the changes I've made, but I noticed that, when mounting a horse, basically, it would update your HT/IQ points, but they won't affect your HP/SP/Stamina.
To fix this I edited void CHARACTER::ComputePoints() and brought the if (GetMountVnum()) check in the first if (IsPC()):
if (IsPC()) { if (GetMountVnum()) { if (GetHorseST() > GetPoint(POINT_ST)) PointChange(POINT_ST, GetHorseST() - GetPoint(POINT_ST)); if (GetHorseDX() > GetPoint(POINT_DX)) PointChange(POINT_DX, GetHorseDX() - GetPoint(POINT_DX)); if (GetHorseHT() > GetPoint(POINT_HT)) PointChange(POINT_HT, GetHorseHT() - GetPoint(POINT_HT)); if (GetHorseIQ() > GetPoint(POINT_IQ)) PointChange(POINT_IQ, GetHorseIQ() - GetPoint(POINT_IQ)); } iMaxHP = JobInitialPoints[GetJob()].max_hp + m_points.iRandomHP + GetPoint(POINT_HT) * JobInitialPoints[GetJob()].hp_per_ht; iMaxSP = JobInitialPoints[GetJob()].max_sp + m_points.iRandomSP + GetPoint(POINT_IQ) * JobInitialPoints[GetJob()].sp_per_iq; iMaxStamina = JobInitialPoints[GetJob()].max_stamina + GetPoint(POINT_HT) * JobInitialPoints[GetJob()].stamina_per_con;
The code would look something like that
file location?
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5 minutes ago, Debloat said:
1- Open visual studio
2- CTRL+F
3- Search the function in the entire solution
Do you know why the kingdoms flag does not appear to me, it only appears when the chat is hidden?
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Location of the file for modification?
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Thanks, I'll install it and see how it goes.
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could you add one to spanish thanks
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Thanks for bringing it, I'll install it and see how it goes
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On 1/21/2016 at 4:31 PM, Frozen said:
Hello, im here today releasing my version of slot effect system. Is not the same as the official looks like but in the future i will update this to look the same.
Screenshot to see how it looks like.
Everything in this system was made by me.
Tutorial:
Go to UserInterface > PythonPlayer.cpp
Search for :
void CPythonPlayer::SetItemData(TItemPos Cell, const TItemData & c_rkItemInst)
Add in the end of the funcion:
PyCallClassMemberFunc(m_ppyGameWindow, "OnNewItem", Py_BuildValue("(i)", Cell.cell));
Compile It.
Go to root > constInfo.py
Add this somewhere:
NEWITEMS = []
Save it.
Go to root > game.py
Add this function:
def OnNewItem(self, cell): if not cell in constInfo.NEWITEMS: constInfo.NEWITEMS.append(cell)
Save It.
Go to root > uiinventory.py
Search for :
def RefreshBagSlotWindow(self):
Add this before this: (if 0 == itemCount:) :
if itemCount == 0 and slotNumber in constInfo.NEWITEMS: constInfo.NEWITEMS.remove(slotNumber)
Add this under this: (setItemVNum(i, itemVnum, itemCount)) :
self.wndItem.EnableCoverButton(i) if slotNumber in constInfo.NEWITEMS: self.wndItem.SetCoverButton(i, "d:/ymir work/ui/game/quest/slot_button_00.sub",\ "d:/ymir work/ui/game/quest/slot_button_00.sub",\ "d:/ymir work/ui/game/quest/slot_button_00.sub",\ "d:/ymir work/ui/new_icon.tga", FALSE, FALSE) self.wndItem.DisableCoverButton(i)
Search for:
def OverInItem(self, overSlotPos):
Add under:
slotPos = overSlotPos
Add in the end:
if overSlotPos in constInfo.NEWITEMS: self.wndItem.EnableCoverButton(slotPos) constInfo.NEWITEMS.remove(overSlotPos)
Save It.
Finally go to ymirwork/ui and add this file:
Pack root and etc.
Have fun
This may not be the most optimized way to do this system, but at least you have a way. In the future i will post more updates such as a more optimized versions and with official effects.
If you find any bugs please post it.
#UPDATE
I found a little bug that is if you move the item too quickly the item will count as new. Thats because normally if you do at normal speed you should be with your mouse over in item when it is attach to inventory so the code will remove it. But when you are at a faster sometimes you wont call mouse over in function.
Solution:
Goto uiinventory.py
Search for:
self.wndCostume = None
Add under:
self.movedSlot = -1
search for:
itemCount = getItemCount(slotNumber)
add under:
if self.movedSlot in constInfo.NEWITEMS: constInfo.NEWITEMS.remove(self.movedSlot)
search for:
def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
add under:
self.movedSlot = dstSlotPos
Kind Regards,
Frozen
Hello, I have a problem when I change characters and enter, the other inventories skip all the accessories as new, any solution?
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Thanks, I'll try it and see, I wait for new updates
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1018 16:59:09668 ::
networkModule.py(line:208) SetSelectCharacterPhase
system.py(line:130) __pack_import
system.py(line:110) _process_result
introSelect.py(line:23) <module>
system.py(line:130) __pack_import
system.py(line:110) _process_result
uiAffectShower.py(line:8) <module>
system.py(line:130) __pack_importnetworkModule.SetSelectCharacterPhase - <type 'exceptions.IndentationError'>:expected an indented block (uiToolTip.py, line 1386)
1018 16:59:09668 :: ============================================================================================================
1018 16:59:09668 :: Abort!!!!
DAILY QUEST GENERATOR [M2] by Lyarchon
in Tools & Programs
Posted
and the key?